Steam for emergency only with status lights
Posted: Mon Jul 18, 2016 12:40 am
Hey guys, this is my first post. I didn't see enough on how to set up a switch using accumulator and decider combinator, but I saw the older discussion using the two inserters and the accumulator. This 0.13 update is my latest "switch" for turning power off unless its needed.
As you may know, the power priority in the game is solar, steam, accu. So at night, steam will come on unless you can switch it off. This first image shows the normal situation where night fall is approaching but still plenty of juice.
The way this is working: the sub-station in the bottom left is just in range of the accumulator, and will drain the accu. because of the two lamps it powers. There are four decider combinators, three for the three lamps and one to interpret the accumulator charge. The accumulator is reading its charge level and outputting it on signal A as a percentage of max. The 3rd combinator from the top compares using "A < 10" and outputs B = 1 into the circuit network. The top combinator compares "B=0" and outputs the color green = 1 to the lamp, which uses colors and is enabled when green = 1.
The second combinator compares "A < 50" and outputs the color yellow = 1 to its lamp, which is enabled when yellow = 1. The last combinator compares "B=1" and outputs the color red = 1 to its lamp.
The same circuit network comprises all the inserters for the steam boilers. They each are enabled when "B=1", causing them to load coal into the boilers. Thus the inserters are set to turn on the boilers when the accumulator has less than 10% charge.
Here is my test rig, which shows the essential elements, with only the one lamp which can be set to show a desired color state. The following picture shows the condition when the accumulator has less than 50% charge, the yellow lamp is on. This last picture shows the condition when the charge has dropped below 10%. The inserters have loaded coal into the boilers and the steam engines are firing up. Note that I had to play with the number of lamps acting as drain on the sub-station. You need to get it so that the speed of drain mirrors what is happening to your power network: as it begins to loose power, so also will the accumulator. Too much drain and the accumulator will hit red right away. Not enough drain, and the accumulator will not reflect the state of your network, which may loose power ahead of your accumulator since it has the drain of your factory on it.
After I succeeded in creating this setup, it was very cool to be able to glance over and see that all was well, or that the "power dip" was on. (yellow). One can play with different percentages, or create a 5 level meter with one green, two yellows and two reds for showing 100%, <100%, <75%, <50% and <25%. Quite satisfying to see it work, I had to chuckle.
As you may know, the power priority in the game is solar, steam, accu. So at night, steam will come on unless you can switch it off. This first image shows the normal situation where night fall is approaching but still plenty of juice.
The way this is working: the sub-station in the bottom left is just in range of the accumulator, and will drain the accu. because of the two lamps it powers. There are four decider combinators, three for the three lamps and one to interpret the accumulator charge. The accumulator is reading its charge level and outputting it on signal A as a percentage of max. The 3rd combinator from the top compares using "A < 10" and outputs B = 1 into the circuit network. The top combinator compares "B=0" and outputs the color green = 1 to the lamp, which uses colors and is enabled when green = 1.
The second combinator compares "A < 50" and outputs the color yellow = 1 to its lamp, which is enabled when yellow = 1. The last combinator compares "B=1" and outputs the color red = 1 to its lamp.
The same circuit network comprises all the inserters for the steam boilers. They each are enabled when "B=1", causing them to load coal into the boilers. Thus the inserters are set to turn on the boilers when the accumulator has less than 10% charge.
Here is my test rig, which shows the essential elements, with only the one lamp which can be set to show a desired color state. The following picture shows the condition when the accumulator has less than 50% charge, the yellow lamp is on. This last picture shows the condition when the charge has dropped below 10%. The inserters have loaded coal into the boilers and the steam engines are firing up. Note that I had to play with the number of lamps acting as drain on the sub-station. You need to get it so that the speed of drain mirrors what is happening to your power network: as it begins to loose power, so also will the accumulator. Too much drain and the accumulator will hit red right away. Not enough drain, and the accumulator will not reflect the state of your network, which may loose power ahead of your accumulator since it has the drain of your factory on it.
After I succeeded in creating this setup, it was very cool to be able to glance over and see that all was well, or that the "power dip" was on. (yellow). One can play with different percentages, or create a 5 level meter with one green, two yellows and two reds for showing 100%, <100%, <75%, <50% and <25%. Quite satisfying to see it work, I had to chuckle.